Abilities and Aging
by Rob Holmes
While perusing the copious information developed over the last eight
months for Diomin, I ran across two things completely lacking in any of
the texts to date: when the devil do Diomin races start adventuring?�
And, what are the aging effects on Diomin races, either by normal or
magical means.� So, to begin, a short review of the open d20 rules, and
synopsis, then on to Diomin matters.
What we are used to seeing comes from the Dungeons and Dragons Player's
Handbook:
Age:
When a character becomes venerable, the DM secretly determines her
maximum.� When the character reaches her personal maximum, she dies of
old age at some time during the following year, as determined by the
DM.
Table: Aging Effects
Race
|
Middle*
|
Old**
|
Venerable***
|
Maximum
|
Dwarf
|
125 years
|
188 years
|
250 years
|
+2d% years
|
Elf
|
175 years
|
263 years
|
350 years
|
+4d% years
|
Gnome
|
100 years
|
150 years
|
200 years
|
+3d% years
|
Half-elf
|
62 years
|
93 years
|
125 years
|
+3d20 years
|
Half-orc
|
30 years
|
45 years
|
60 years
|
+2d10 years
|
Halfling
|
50 years
|
75 years
|
100 years
|
+5d20 years
|
Human
|
35 years
|
53 years
|
70 years
|
+2d20 years
|
*-1 to Str, Con, and Dex; +1 to Int, Wis, and Cha.
**-2 to Str, Con, and Dex; +1 to Int, Wis, and Cha.
***-3 to Str, Con, and Dex, +1 to Int, Wis, and Cha.
Aging effects are cumulative.
(From the d20 System Reference Document and the Dungeons and Dragons
Player's Handbook)
The Open d20 system operates under the assumption that all characters
start their adventuring career at the age of maturity or shortly after.
Early adulthood is set as the baseline for character development,
roughly equal to our high school graduation, or the age of eighteen in
humans.
Of course, this does not remove the opportunity for some gamemasters to
allow a player to run a pre-adult character. Realistically speaking, a
bonus of two to all attributes would probably be evident from the age
of thirteen to eighteen in all humans.� But, don't use this as an
opportunity to sneak in a fourteen-year-old rogue with 4d6 ability
score rolls and expect your DM to give you twelve ability points when
you turn eighteen.� Pubescent development is difficult to run, when
taking under consideration the physical and mental changes that occur.�
That translates to lower money, skill points, feats, and ability scores
for your starting pubescent character in the game.� The creators found
this easier to eliminate from the system than develop a whole series of
number crunching rules to further produce headaches for your
gamemaster, and we thank them for it.
Upon growing into adulthood, and the logical starting point for your
epic adventures, characters have reached a plateau, with abilities
remaining unchanged from maturity through middle age.� This can be
rational, and is a bit generous to the characters.� This assumes a
certain level of physical exercise and a lack of destructive physical
or mental afflictions.� This is the prime of any character's life.
Upon reaching what is classified as middle age, age thirty-five in
humans, the body starts to show signs of wear.� Physical attributes
drop slightly, one point each, and in return for three and a half
decades of knowledge, assumedly put to good use, mental abilities
benefit the same increase of one point.� Life has brought with it
knowledge, a better grasp on life, and a better grasp of self.� Affects
are negligible for the most part, effecting characters only slightly.�
It can be argued that a tough workout regimen could keep physical
attributes at their same level, while gaining one point each in the
other attributes.� But, after years of adventuring, joints stiffen,
ligaments and tendons develop scarring, and due to changes in
physiology, the body becomes less able to repair itself when damaged,
and becomes more fatigued when taxed. But, of course and as always,
this is at the discretion of the gamemaster.
There is no turning point once old age is reached, fifty-three in
humans.� The body is tired and there is no stopping physical
degradation.� Physical attribute loss is two each to strength,
constitution, and dexterity.� Wisdom, Intelligence, and Charisma again
increase by one.� In spite of loss of physical prowess, the character
is distinctly aware of his capabilities and how to apply his
experiences to life situations.� Again it could be argued that an
extremely regimented workout could maintain physical attributes, but
note that this occurs today with less than one percent of the world
population.� Calcium is leached from the bones, those once soft joints
have hardened, losing mobility and dexterity, and the body in no way
can repair damage as quickly as it did twenty years previous.
Venerable age signifies the extreme of human life.� For humans, this is
approximately seventy years of age.� This is the point in life where
all the physical punishment delivered to the body comes back with a
vengeance.� Physical attribute loss is three for strength,
constitution, and dexterity.� Again, the years reward wisdom,
intelligence, and charisma with a bonus of one.� No level of nonmagical
assistance will ever get back those bulging biceps, powerful pectorals,
or that shapely or lithe figure.
So, in a nutshell, a human with straight twelve abilities at thirty
years old would by venerable age have a strength, dexterity, and
constitution of six, and a wisdom, intelligence, and charisma of
fifteen.� This might be why we run across those gnarly decrepit wizards
that can't hold up their arms, but can throw off those ninth level
spells like cantrips; and the fighters, those poor fighters, take desk
jobs.
On Diomin, we run into some similar situations, and some not.
Table: Aging Effects for Diomin
Race
|
Middle
|
Old
|
Venerable
|
Ancient
|
Maximum
|
Tirasim
|
35 years � �
|
53 years � �
|
70 years � �
|
|
+2d20 years
|
Zeredite
|
35 years � �
|
53 years � �
|
70 years � �
|
|
+2d20 years
|
Kael-Merodach Immortals
|
500 years �
|
750 years �
|
1000 years �
|
2000 years �
|
N/A
|
Arak
|
50 years � �
|
75 years � �
|
100 years � �
|
|
+2d20 years
|
Gnolaum
|
175 years � �
|
263 years � �
|
350 years � �
|
|
+5d10 years
|
Gadianti
|
40 years � �
|
60 years � �
|
80 years � �
|
|
+2d20 years
|
Gadianti High Priestess
|
70 years � �
|
100 years � �
|
130 years � �
|
160 years �
|
+4d20 years
|
GadiantiTzolcah
|
55 years � �
|
83 years � �
|
110 years � �
|
|
+3d20 years
|
Hearthom
|
500 years �
|
1000 years �
|
2000 years �
|
3000 years �
|
N/A
|
�� -1 to Str, Con, and Dex
�� -2 to Str, Con, and Dex
�� -3 to Str, Con, and Dex
�� +1 to Wis, Int, and Cha
Aging effects are cumulative.
Note first the addition of the ancient column, which grants additional
bonus to wisdom, intelligence, and charisma beyond the usual venerable
life span.� This is reserved for those immortals, and sufficiently long
lived, to benefit from the experience of watching several generations
of people live and die in the normal process of life.� This level is
unattainable by natural means and beyond most of our capabilities of
thought.
Humans are consistent with the Open d20 rules.� Humans on Diomin begin
their adventuring career between fifteen and eighteen years of age.�
The Merodach whom are immortal, rare to say the least in the Zeredite
nation, well, all three, are a special case.� These magicians have
learned the secrets of maintaining the body far beyond that of normal
life, bestowing the positive affects of mental attribute bonus, without
loss of physical prowess.� Their mental development, however, is
substantially slowed.� These reclusive wizards tend to avoid the social
interplay required to bring development of their mental and social
skills.
Arak are considered adult on their ninth year, but this is considered
only indoctrination into adulthood.� On their ninth year, their
apprenticeships begin, making their age to begin adventuring anywhere
between fifteen and twenty three years of age.
Gnolaum, with their longer life spans, resemble elves of old in age
constraints.� They reach maturity and can begin adventuring at thirty
years of age or shortly thereafter.
Gadianti are similar to Humans in life span and development.� Those who
are lucky enough may live to venerable age.� The vast majority, though,
will most likely fall to an untimely demise.� Essentially, the Gadianti
stay in their prime slightly longer than humans, and probably meet an
unfortunate end sometime later.� One exception is in the case of the
High Priestess of Akish, whose life span is doubled in her ascension to
her position.� She sits at the head of the Gadianti race, second only
to Akish, and only suffers the negative effects of aging at half the
potency of her subordinates.� The other exception is a GadiantiTzolcah:a petitioner for the position of High Priestess that
survived the test but did not receive the position. They age at 75%
normal Gadianti rate, and receive similar benefits as the High
Priestess.� Gadianti are considered mature at 13 years of age.
Hearthom never suffer the physical affects of aging; yet another
benefit of immortality.� They do, however, benefit from the mental
bonuses.� Due to the slow process of Hearthom development, their
bonuses take considerably longer to develop than any other races.� Also
due to the nature of their race, a Hearthom may be capable of
adventuring as soon as they are born, or it may take several years to
learn the required skills.
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